Astrea

Lefty, transgender, furry, and (sigh) podcaster

Overthinking media, model building with overly detailed paint jobs, and dabbling with game design junk.

Avatar by @cupsofjade


Twitter (lol, lmao, this probably isn't too long for this world)
x.com/AutomaticTiger
Dreamwidth (DO NOT expect this to get used but I'm covering my bases)
automatictiger.dreamwidth.org/
My personal website (it's down here for redundancy!)
automatictiger.neocities.org/

Dvorakir
@Dvorakir

Blender 1.80 doesn't have armatures as we know and love them today, but there are still ways to achieve both IK and FK to some degree...


Dvorakir
@Dvorakir

rigged up one leg of the character just to test if this was viable at all, and it's ... acceptable!!
The OOPS schematic view becomes a sort of rig bone selector in this case, which makes selecting the right "bone" pretty easy actually.


The hard part is finding the right place to put the empties that are part of the skeleton, and determining their radius. I found one solution; adding spheres and then putting empties in the same location, and writing down the scale of the spheres to use as radius
spheres placed inside the character model to act as guides for where to place empties and how big their deform radius should be

a test render of the model with one leg posed. the other leg is not weighted and there's some stretched vertices that were close enough to the belly "bone"


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